Completely redesigned Windows-based IDE for creating your games as quickly and easily as possible. For screenshots of the IDE, have a quick browse of the beginners' tutorial.
The IDE includes source control integration with popular tools like Sourcesafe and Perforce.

The Windows game engine has a hardware accelerated Direct3D graphics driver, giving extra performance for graphically-intensive games. The software graphics driver is still supported too, for running on older systems.Graphics filters allow you to easily scale up low-res games to run on modern systems.

Native Windows, Linux (x86) and Mac (currently in beta) versions of the game engine, to maximise the number of people who can play your game.

Powerful yet simple Java/C#-style scripting language for scripting your game. Set up the game basics with point-and-click in the editor, and then script how the game deals with various events and inputs.Autocomplete, function calltips and on-line help are all available when editing scripts.

The IDE has an integrated debugger to allow you to step through your script and easily trace down the source of errors.

In the graphics arena, choose from 256-colour, 16-bit colour and 32-bit colour - either go for that retro feel, or enjoy the benefits of no palette! It's up to you. Alpha-blended sprites are supported in 32-bit colour games.

Screen resolutions of 320x200, 320x240, 640x400, 640x480, 800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.

For sound and music, you can use OGG, MP3, WAV, MOD, XM and MIDI files. Ambient location-dependant sounds, automatic footstep sounds, multiple sound channels and crossfading between music tracks are supported too.

Play cutscene videos using OGG Theora or standard Windows files such as AVI and WMV.

Easily create talkie games if you like - speech is compiled into a single data file, which you can distribute as an optional download.

Easy inventory management - just define all the items in the editor, then use simple Give and Lose commands during the game.

Almost everything is customizable, from the GUI you use to the mouse cursor graphics. Standard Sierra and Verb Coin templates are supplied, but user-made templates of other GUIs can be downloaded.

Create non-player characters roaming your world - they each have their own inventory and can be smoothly scaled and lit in different areas. 2, 4 and 8-directional walking animations are supported.Multiple player characters, such as in Maniac Mansion and Day of the Tentacle, are possible too.

Scrolling rooms are supported by simply importing an image larger than the screen resolution.

Lucasarts-style conversation system should you want to use it.

Translations of your game to other languages are easy to make, and can be distributed seperately as add-on packs.

Plugin system which allows more advanced developers to add extra functionality to AGS.

Compile your game into a single EXE file for distribution. Digital music and voice samples can also be compiled into seperate files to allow for optional downloads. You can of course set a custom icon for the produced EXE file.

The game script is compiled to byte-code when you save the game, to maximise the speed of the engine.

All the standard things you would expect, such as game Save and Load features, automatic pathfinding, sprite mirroring, walk-behinds, hotspots, objects, cutscenes, animations, timers, and so forth.

Good day everyone! As always we have been very busy working on Dustbowl and the finishing line is just in sight! We're real excited, the game will be going into a big testing phase very soon and we will be looking for people to help us test and get Dustbowl up to scratch!

I've been finalizing a lot of things and cramming in the last bits of art. We had a solid week of quest writing and coding, the game can now be complete with 3 endings for the player to choose! In the main story there's about 20 quests in that chain which have the player wandering the highlands and lowlands of the wastes. We also have a number of really cool side quest ad large mutant encounters!

More weapons have been going into the game for the player to use, AK47, M16, M60, Flame Thrower all with unique sounds and effects.

Another new feature that's been added is a simple crafting system that can be accessed via workbenches that can be found in various locations. This isn't minecraft, you simply convert groups of junk into usable items. Currently you can build: Bandages, Medkits, Med Hypos, Armour Repair Kits and Multi-tools (our version of the lockpick).

We also have a good umber of enemies now which I can't wait for people to encounter. Speaking of encounters...we also have more random encounters that can be discovered in the wastes...from travelling traders to abandoned vehicles.

The random areas of the map which can be explored are all complete, the map is a huge, vast area and there are now 51 locations that can be explored!

Among other things we've been fixing a lot of issues here and there, sorting out tooltips, putting in the last of the NPC portraits, adding a cool portrait selection to the player screen and getting the permadeath option ready.

So Lots and lots of things! But time for some art?

If you like what you see then please head over to our greenlight page, give us a vote and a follow. We both appreciate everyone's support in it;s final stages of development!

Nope. It's written by Chris Jones of the UK, who also runs "Adventure Game Studio" the company (promoting and maintaining the engine on his own time) as well as taking a leading role in running the AGS community as benevolent dictator. 2dboy has nothing to with it (WoG doesn't use AGS, in case it wasn't obvious!).